Two Reengineering Patterns

Total Page:16

File Type:pdf, Size:1020Kb

Two Reengineering Patterns Type-Check Elimination: Two Reengineering Patterns Stephane´ Ducasse, Robb Nebbe, Tamar Richner Software Composition Group, Universitat¨ Bern g fducasse,nebbe,richner @iam.unibe.ch http://www.iam.unibe.ch/scg/ Abstract A reengineering pattern describes how to go from an existing legacy solution to a new refactored solution. In this paper we discuss the role of reengineering patterns and contrast them with design patterns and antipatterns. We then highlight the structure of a reengineering pattern and present two simple, related patterns for type-check elimination. 1 Reengineering Patterns When important legacy software can no longer gracefully evolve to meet changing requirements it is often reengineered. Reengineering patterns codify and record knowledge about modifying legacy software: they help in diagnosing problems and identifying weaknesses which hinder further development of the system and aid in finding solutions which are more appropriate to the new requirements. Reengineering patterns differ from Design Patterns [GHJV95] in their emphasis on the pro- cess of moving from an existing legacy solution to a new refactored solution. Whereas a design pattern presents a solution for a recurring design problem, a reengineering pattern presents a refactored solution for a recurring legacy solution which is no longer appropriate, and describes how to move from the legacy solution to the refactored solution. The mark of a good reengineer- ing pattern is (a) the clarity with which it exposes the advantages, the cost and the consequences of the target solution with respect to the existing solution, and not how elegant the target solution is, (b) the description of the change process: how to get from one state of the system to another. We also contrast reengineering patterns with AntiPatterns [BMMM98]. Antipatterns, as exposed by Brown et al., are presented as “bad” solutions to design and management issues in software projects. Many of the problems discussed are managerial concerns that are outside the direct control of developers. Moreover, the emphasis in antipatterns is on prevention: how to avoid making the mistakes which lead to the antipatterns. Consequently, antipatterns may be of interest when starting a project or during development but are no longer helpful when we are confronted with a legacy system. In contrast, in reengineering we prefer to withhold judgement and use the term “legacy solution” or “legacy pattern” for a solution which at the time, and under the contraints given, seemed appropriate. In reengineering it is too late for prevention, and reengineering patterns therefore concentrate on the cure: how to detect problems and move to more appropriate solutions. In dealing with legacy systems it is neither cost effective nor prudent to refactor the code without a clear goal. The task of determining which parts of the legacy software are significantly obstructing further development is, however, a difficult one. Reengineering patterns try to guide developers by discussing issues such as the applicability of the pattern, the cost of transformation and any particular implementation problems. Note, however, that the question of whether a pattern should be applied cannot be wholly addressed in this discussion and remains ultimately a question of judgment. In the context of a project developing a methodology for reengineering object-oriented legacy systems to frameworks, we are working on a pattern language for reengineering. The patterns presented in this paper address typical legacy solutions found in object-oriented code. We expect, however, that some reengineering patterns will describe more overall strategies for dealing with legacy systems, and thus be of a less technical nature than the patterns presented here. We continue with a brief overview of the format used for writing reengineering patterns. This is followed by a pair of sample patterns dealing with the problem of missing polymorphism. 2 Form of a reengineering pattern Pattern Name. We use a short sentence with a verb that emphasizes the kind of reengineering transformation. Intent. A description of the process, together with the result and why it is desirable. Applicability. When is the pattern applicable? When is it not applicable? This section includes a list of symptoms, a list of reengineering goals and a list of related patterns. Symptoms are those experienced when reusing, maintaining or changing the system. Reengineering goals present the qualities improved through the application of this pattern. Motivation. This section presents an example: it must acquaint the reader with a concrete ex- ample so the reader can better understand the more abstract presentation of the problem which follows in the structure and process sections. The example clearly describes the structure of the existing legacy system, the structure of the reengineered system, and the relation between the two. The state of the system before and after the application of the pattern are described. Structure. It describes the structure of the system before and after reengineering. Each structure section is similar to the structure section in the Gang of Four pattern book. The partici- pants and their collaborations are identified. Consequences discuss the advantages and disadvantages of the target structure in comparison to the initial structure. Process. The process section is subdivided into three sections: the detection, the recipe and the difficulties. It is well-known that the code often tells the reengineer where the problem is and that the reengineering process must be goal driven to avoid reengineering code that is not obstructing further development. However, there are cases where it may be interesting to automatically detect where different patterns can be applied. The detection section describes methods and tools to guide and detect when the code is indeed suffering from the serious problems and that the process described can help to alleviate this problem. The recipe states how to perform the reengineering operation and its possible variants. The difficulties section discusses situations where the reengineering operation is infeasible or its application is compromised by other existing problems. Discussion. In this section cost and benefit tradeoffs of applying the pattern are discussed. The legacy solution is commented to show why such a solution was good at the period of time but insufficient or unadapted to the current problem. What is the cost of detecting this problem? What is the magnitude of the problem? What is the benefit gained by applying the pattern? This discussion should aid an engineer in deciding (once he knows the pattern is applicable to the code) whether or not it is, in this specific case, worth applying the pattern. Language Specific Issues. This section lists what must be specifically resolved for each lan- guage. What makes it more difficult? More easy? 3 Type Check Elimination The introduction of polymorphism is an important and frequent reengineering operation in object- oriented legacy systems. By replacing hand coded polymorphism with the support built into the language both simplifies the software and makes it more flexible. Even in the presence of poly- morphism it is our experience that developers continue to implement functionality that would be best handled through polymorphism by other means. Here we present two patterns: Type Check Elimination within a Provider Hierarchy and Type Check Elimination in Clients. The essential distinction between these two patterns is the Location of the type check: in Type Check Elimination within a Provider Hierarchy the type check is encapsulated within the provider class while in Type Check Elimination in Clients the type check is performed in client classes and tightly couples the clients to the provider hierarchy. Note that when one class depends on another we call this class a client class and the class it depends on is a provider class. This is a general terminology and is not specific to these patterns. Each reengineering pattern is self contained as we have found that depending on our goals when reengineering a software system we may be interested in one and not the other. For exam- ple, if we wish to extract a subsystem then Type Check Elimination in Clients is very impor- tant. On the other hand if we wish to add functionality then Type Check Elimination within a Provider Hierarchy is often more relevant. Type Check Elimination in a Provider Hierarchy Intent Transform a single provider class being used to implement what are conceptually a set of related types into a hierarchy of classes. Decision structures, such as case statements or if-then-elses, over type information are replaced by polymorphism. This results in increased modularity and facilitates the extension of functionality through the addition of new subclasses. Applicability Symptoms. Methods contain large decision structures over an instance variable of the provider class to which they belong. Extending the functionality of the provider class requires modifying many methods. Many clients depend on a single provider class. Reengineering Goals. Improve modularity. Simplify extension of provider functionality. Related Reengineering Patterns. A closely related pattern is Type Check Elimination in Clients where the case statements over types are in the client code as opposed to the provider code. The essential distinction is if the decision structure is over an instance variable of the class (this pattern) or another class (see Type Check Elimination
Recommended publications
  • Software Architecture: the Next Step for Object Technology (PANEL)
    Software Architecture: The Next Step for Object Technology (PANEL) Bruce Anderson, University of ESSPX (moderator) Mary Shaw, Carnegie-Mellon University Larry Best, American Management Systems Kent Beck, First Class Software What is the next step for you? Progress comes Abstract from taking aware steps, but what steps are those? Architectures are the structuring paradigms, styles They could be in attempting to discover and and patterns that make up our software systems. catalogue architectures; creating awareness of this They are important in many ways: they allow us to level of product envisioning; doing design more talk usefully about systems without talking about consciously; finding ways of describing systems; their detail; a knowledge of them gives us design consolidating legacy code; abandoning legacy code; choices; attention to this level can make systems and making new software lifecycles. families of systems have the non-functional What is the next step for the community? Are there properties we want, especially changeability. ways to work that go beyond projects and Each panelist will address the following issues: companies? Will there be focus on the community, l What is architecture? which suggests cooperation, learning, divergence l What is the value you have had so far from and empowerment; or on the marketplace, which this concept? suggests competition, confidentiality, convergence l What is the next step for you? and dependence? l What is the next step for the community? 2 Mary Shaw 1 Background Software architecture is concerned with the What is architecture? We all have experience of organization of software systems: the selection of systems of great conceptual clarity and integrity.
    [Show full text]
  • The Great Methodologies Debate: Part 1
    ACCESS TO THE EXPERTS The Journal of Information Technology Management December 2001 Vol. 14, No. 12 The Great Methodologies Debate: Part 1 Resolved “Today, a new debate rages: agile software Traditional methodologists development versus rigorous software are a bunch of process- development.” dependent stick-in-the-muds who’d rather produce flawless Jim Highsmith, Guest Editor documentation than a working system that meets business needs. Opening Statement Jim Highsmith 2 Rebuttal Lightweight, er, “agile” Agile Can Scale: Inventing and Reinventing methodologists are a bunch of SCRUM in Five Companies glorified hackers who are going to be in for a heck of a surprise Jeff Sutherland 5 when they try to scale up their “toys” into enterprise-level software. Agile Versus Traditional: Make Love, Not War! Robert L. Glass 12 Business Intelligence Methodologies: Agile with Rigor? Larissa T. Moss 19 Agility with the RUP Philippe Kruchten 27 Extreme Requirements Engineering Larry Wagner 34 Exclusion, Assumptions, and Misinterpretation: Foes of Collaboration Lou Russell 39 Opening Statement by Jim Highsmith In the early 1980s, I participated in rigorous software development. others be able to understand the one round of methodology debate. Agile approaches (Extreme similarities and differences and be Structured analysis and design Programming, Crystal Methods, able to apply the right mix to their champions such as Tom DeMarco, Lean Development, Feature-Driven own organization. Both the SEI and Ed Yourdon, and Tim Lister were Development, Adaptive Software Rational have made wonderful on one side of the debate, while Development, SCRUM, and contributions to software develop- data-driven design aficionados like Dynamic Systems Development ment, but it is important to Ken Orr, Jean-Dominique Warnier, Methodology) populate one camp.
    [Show full text]
  • Extreme Programming from Wikipedia, the Free Encyclopedia
    Create account Log in Article Talk Read Edit View history Search Extreme programming From Wikipedia, the free encyclopedia Main page Extreme programming (XP) is a software development methodology which is Contents intended to improve software quality and responsiveness to changing customer Featured content requirements. As a type of agile software development,[1][2][3] it advocates frequent Current events "releases" in short development cycles, which is intended to improve productivity Random article and introduce checkpoints at which new customer requirements can be adopted. Donate to Wikipedia Wikipedia store Other elements of extreme programming include: programming in pairs or doing Interaction extensive code review, unit testing of all code, avoiding programming of features Help until they are actually needed, a flat management structure, simplicity and clarity in About Wikipedia code, expecting changes in the customer's requirements as time passes and the Community portal problem is better understood, and frequent communication with the customer and Recent changes among programmers.[2][3][4] The methodology takes its name from the idea that the Contact page Planning and feedback loops in beneficial elements of traditional software engineering practices are taken to extreme programming. Tools "extreme" levels. As an example, code reviews are considered a beneficial What links here practice; taken to the extreme, code can be reviewed continuously, i.e. the practice Related changes Software development of pair programming. Upload file process Special pages Critics have noted several potential drawbacks,[5] including problems with Core activities Permanent link unstable requirements, no documented compromises of user conflicts, and a Requirements · Design · Construction · Testing · Debugging · Deployment · Page information lack of an overall design specification or document.
    [Show full text]
  • Programming Design Patterns
    Programming Design Patterns Patterns for High Performance Computing Marc Snir/Tim Mattson Feb 2006 Dagstuhl Marc Snir Design Pattern High quality solution to frequently recurring problem in some domain Each pattern has a name, providing a vocabulary for discussing the solutions Written in prescribed format to allow the reader to quickly understand the solution and its context 2 Dagstuhl Feb 2006 Marc Snir History ‘60s and ‘70s Berkeley architecture professor Christopher Alexander 253 patterns for city planning, landscaping, and architecture Attempted to capture principles for “living” design. Published in 1977 3 Dagstuhl Feb 2006 Marc Snir Patterns in Object-oriented Programming OOPSLA’87 Kent Beck and Ward Cunningham Design Patterns: Elements of Reusable Object-Oriented Software By the “Gang of Four (GOF)”: Gamma, Helm, Johnson, Vlissides Catalog of patterns Creation, structural, behavioral Published in 1995 4 Dagstuhl Feb 2006 Marc Snir Impact of GOF book Good solutions to frequently recurring problems Pattern catalog Significant influence on object-oriented programming! Created a new vocabulary for software designers. 5 Dagstuhl Feb 2006 Marc Snir The Task Parallelism Pattern Problem: How do you exploit concurrency expressed in terms of a set of distinct tasks? Forces Size of task – small size to balance load vs. large size to reduce scheduling overhead Managing dependencies without destroying efficiency. Solution Schedule tasks for execution with balanced load – use master worker, loop parallelism, or SPMD patterns. Manage dependencies by: removing them (replicating data), transforming induction variables, exposing reductions explicitly protecting (shared data pattern). Intrusion of shared memory model… 6 Dagstuhl Feb 2006 Marc Snir Pattern Languages: A new approach to design Not just a collection of patterns, but a pattern language: Patterns lead to other patterns creating a design as a network of patterns.
    [Show full text]
  • Summary of Extreme Programming by Marc Novakouski Description Extreme Programming (Also Known As “XP”) Is a Popular Software
    Summary of Extreme Programming By Marc Novakouski Description Extreme Programming (also known as “XP”) is a popular software development process which grew out of the growing movement towards Agile processes[1]. The basic idea behind Extreme Programming is to strip out virtually all of the elements of the traditional software process to get to streamline development[1]. As a result, an XP project usually results in a software project in which software development is begun immediately, virtually no documentation artifacts are created, other than “user stories” which are written on index cards, and the project proceeds in an iterative fashion in which prototypes are created with the direct input (and sometimes help) of the stakeholders on a daily basis until the desired effect is created[1]. Finally, a key principle of XP is to expect and even “embrace” change, and XP does this by encouraging “refactoring,” or restructuring of the code on the fly on an as-needed basis. Extreme Programming is essentially a conglomeration of a number of specific “Agile” software development practices and concepts[2] in an attempt to remove the non-essential parts of the development process[3]. There are 12 “core” practices that make up XP, which are separated into 4 key areas: Planning, Design, Coding, and Testing[3][4]. Some practices are considered to be “best practices” of the software industry, such as Continuous Integration and Test Driven Development[4]. However, several practices such as Pair Programming and the System Metaphor are more controversial, and are often excluded in practice[5][7]. Extreme Programming is considered to be a development method suitable for only certain types of projects, such as small projects, research projects, and projects dealing with new technology[4].
    [Show full text]
  • Devops Advantages for Testing
    INTEGRATION AND INTEROPERABILITY Labs found that teams using DevOps experience “60 times fewer failures and recover from failures 168 times faster than DevOps Advantages their lower-performing peers. They also deploy 30 times more frequently with 200 times shorter lead times [2].” The choices of tools and frameworks for all of this automation for Testing has grown dramatically in recent years, with options available for almost any operating system, any programming language, open source or commercial, hosted or as-a-service. Active communi- Increasing Quality through ties surround many of these tools, making it easy to find help to start using them and to resolve issues. Continuous Delivery Continuous Integration Building a CD process starts with building a Continuous Integra- Gene Gotimer, Coveros tion (CI) process. In CI developers frequently integrate other de- Thomas Stiehm, Coveros veloper’s code changes, often multiple times a day. The integrated code is committed to source control then automatically built and Abstract. DevOps and continuous delivery can improve software quality and unit tested. Developers get into the rhythm of a rapid “edit-compile- reduce risk by offering opportunities for testing and some non-obvious benefits test” feedback loop. Integration errors are discovered quickly, to the software development cycle. By taking advantage of cloud computing and usually within minutes or hours of the integration being performed, automated deployment, throughput can be improved while increasing the amount while the changes are fresh on the developer’s minds. of testing and ensuring high quality. This article points out some of these oppor- A CI engine, such as Jenkins [3], is often used to schedule tunities and offers suggestions for making the most of them.
    [Show full text]
  • A Brief History of Devops by Alek Sharma Introduction: History in Progress
    A Brief History of DevOps by Alek Sharma Introduction: History in Progress Software engineers spend most of their waking hours wading George Santayana wrote that “those who cannot remember the through the mud of their predecessors. Only a few are lucky past are condemned to repeat it.” He was definitely not thinking enough to see green fields before conflict transforms the about software when he wrote this, but he’s dead now, which terrain; the rest are shipped to the front (end). There, they means he can be quoted out of context. Oh, the joys of public languish in trenches as shells of outages explode around them. domain! Progress is usually glacial, though ground can be covered This ebook will be about the history of software development through heroic sprints. methodologies — especially where they intersect with traditional best practices. Think of it as The Silmarillion of Silicon Valley, But veterans do emerge, scarred and battle-hardened. They except shorter and with more pictures. Before plunging into this revel in relating their most daring exploits and bug fixes to new rushing river of time, please note that the presented chronology recruits. And just as individuals have learned individual lessons is both theoretically complete and practically in progress. In other about writing code, our industry has learned collective lessons words, even though a term or process might have been coined, it about software development at scale. It’s not always easy to always takes more time for Best Practices to trickle down to Real see these larger trends when you’re on the ground — buried in Products.
    [Show full text]
  • Agile Practices
    Founda'ons of Soware Engineering Process: Agile Prac.ces Claire Le Goues 1 Learning goals • Define agile as both a set of iterave process prac.ces and a business approach for aligning customer needs with development. • Explain the mo.vaon behind and reason about the tradeoffs presented by several common agile prac.ces. • Summarize both scrum and extreme programming, and provide mo.vaon and tradeoffs behind their prac.ces. • Iden.fy and jus.fy the process prac.ces from the agile tradi.on that are most appropriate in a given modern development process. 2 What problems are there in soware development? 3 Agile So,ware Development Is … Both: • a set of soMware engineering best prac.ces (allowing for rapid delivery of high quality soMware) • a business approach (aligning development with customer needs and goals) 4 Brief History of Agile XP reified: Kent Beck Incepon of Iterave and released Extreme Incremental Development (IID): Introducon of Scrum: Programming Explained: Walter Shewhart (Bell Labs, Jeff Sutherland and Ken Embrace Change signal transmission) proposed a Schwaber presented a paper Introduc&on of “Agile”: series of “plan-do-study- describing the Scrum The Agile Manifesto act” (PDSA) cycles methodology at a conference wri[en by 17 soMware workshop developers Introducon of the waterfall: Winston Royce’s ar.cle Managing the Development of Large So<ware Systems 1930s 1970 1995 1999 2001 5 Agile in a nutshell • A project management approach that seeks to respond to change and unpredictability, primarily using incremental, iterave work sequences (oMen called “sprints”). • Also: a collec.on of prac.ces to facility that approach.
    [Show full text]
  • Extreme Programming Explained Embrace Change Kent Beck With
    Extreme Programming Explained Embrace Change Kent Beck with Cynthia Andres What is XP? • XP is about: • social change. • letting go of old habits and patterns that limit us. • giving up defenses that protect us but interfere with our productivity • being open about what we are capable of doing. • allowing others to do the same. • the process of becoming more of our best selves • the process of becoming our best as programmers. • Good relationships lead to good business. • Productivity and confidence are related to our human relationships in the workplace as well as our coding ability • XP addresses both What is XP? • Prepare for success. • Don’t protect yourself from success by holding back. • Do your best and then deal with the consequences. • That’s extreme – you leave yourself exposed. • This can be as scary as it is exciting and liberating. • XP focuses on: • excellent application of programming techniques • clear communication • teamwork What is XP? • XP Includes: • A philosophy of software development based on the values of communication, feedback, simplicity, courage, and respect. • A body of practices proven useful in improving software development • The practices complement each other, amplifying their effects. • The practices are chosen as expressions of the values. • A set of complementary principles, intellectual techniques for translating the values into practice • A community that shares these values and practices. What is XP? • XP is a path to improvement to excellence for people coming together to develop software. • It is distinguished from other software engineering methodologies by: • Short development cycles, resulting in early, concrete, and continuing feedback. • An incremental planning approach, which quickly comes up with an overall plan that is expected to evolve over time.
    [Show full text]
  • Bof: TOPICS in CONFIGURATION MANAGEMENT
    BoF: TOPICS IN CONFIGURATION MANAGEMENT Hal Snyder + Jason Olson, Orbitz Nico Schottelius, ETH Zurich Suggested Topics Continuous Delivery and How Do We Get There ITIL and the CMDB Scalability of CM infrastructure Applied DevOps and Agile Release Management a few remarks • this is our time (fans of infrastructure) • devops / agile ops / continuous delivery • solving the update problem with massive scalability • FCAPS & OAMP / infrastructure as code Continuous Delivery ... and How Do We Get There • Continuous Delivery book by Humble & Farley • Continuous Deployment chapter 4 in Web Operations book edited by Allspaw and Robbins • Visible Ops Handbook by Gene Kim and Kevin Behr Continuous Deployment in five easy steps (source: Eric Ries, Ch 4 in Web Operations) 1. Continuous integration server 2. Source control commit check 3. Simple deployment script 4. Real-time alerts 5. Root cause analysis ITIL and the CMDB • CMDB enables powerful practices. The use of a CMDB is not yet widespread. Only 19% of survey respondents have a CMDB broadly in use. However, CMDB-enabled change linkage practices predict higher levels of performance. Only 47% of top performers in the study have CMDB-enabled change practices, such as linking change requests to infrastructure, business need, and incident tickets. Yet these practices are a statistically significant predictor of top levels of performance. • Linking change requests to a system-level and business-level context is a powerful way to reduce release rollback rate, reduce configuration drift, and improve incident
    [Show full text]
  • Patterns and Systems Architecture Feb 18, 2010
    Patterns and Systems Architecture Feb 18, 2010 Dr. Robert Cloutier Associate Professor SE Patterns Workshop © Robert Cloutier, 2009 “The human eye has a readiness for patterns. Much is not seen simply because the mind is blind, not eyes. The eyes see in lines, curves, and patterns. Man himself works in patterns simple or complex, and such things are often evidence of man’s previous presence.” William Tell Sackett, Treasure Mountain By Louis L’Amour, 1972 © Robert Cloutier, 2009 Patterns in Prehistoric Art, Society, and Communications Patterned Body Anthropomorphs Petroglyphs, Coso Range, California Source: A Field Guide to Rock Art Symbols Of the Rock Art at Petroglyph National Monument, Greater Southwest, Alex Patterson, Johnson Books, Albuquerque, NM Boulder, 1992 Petroglyphs are powerful cultural symbols that reflect the complex societies and religions of the surrounding tribes. © Robert Cloutier, 2009 Brief Pattern History Shared couple’s realm • 1964 – Christopher Alexander – Books on Architecture, building and urban planning – Notes on the Synthesis of Form – A Pattern Language – A Timeless Way of Building private realms • 1987 - Ward Cunningham & Kent Beck House for Couple – Decided to use some of Alexander's ideas – Developed five patterns for guiding novice Smalltalk programmers common – Presented paper at OOPSLA'87 in Orlando area • "Using Pattern Languages for Object-Oriented Programs". • 1995 - Erich Gamma, Richard Helm, Ralph Johnson, and Parent’s Children’s John Vlissides realm realm – Software Design House for Couple – Design Patterns: Elements of Reusable Object-Oriented Software w/ Small Children © Robert Cloutier, 2009 Abstraction – Why Patterns Work • Abstraction hides detail • Does not obfuscate the item of interest Photograph of a White Rose I know I can not paint a flower on the desert on a bright summer morning but maybe in terms of paint color I can convey to you my experience of the flower or the experience that makes the flower of significance to me at that particular time.
    [Show full text]
  • 02291: System Integration Week 10
    02291: System Integration Week 10 Hubert Baumeister [email protected] DTU Compute Technical University of Denmark Spring 2018 Last Week I Principles of good design: layered architecture I Software Development Processes I Introduction to Examination Project Contents Software Development Process Agile Modeling Model Driven Architecture More UML Diagrams Resource Triangle Plan Driven Agile Features User User User Story Story Story Presentation Layer Application Layer A D I T Domain Layer Database / Infrastructure Layer Release date Time eXtreme Programming (XP) I Kent Beck 1999 I 12 Practices Kent Beck, Extreme Programming 1st ed. Scrum file:///Users/huba/Desktop/Scrum_process.svg 24 h 30 days Working increment Product Backlog Sprint Backlog Sprint of the software Wikipedia I Robert Martin (Uncle Bob) about ”The Land that Scrum Forgot” http://www.youtube.com/watch?v=hG4LH6P8Syk ! History about agile methods, the agile manifesto, and Scrum and its relationshop to XP 1 of 1 /18.3.13 24:16 Lean Software Development I Lean Production: I Value for the customer I Reduce the amount of waste in the production process I Generate flow I Waste: resources used which do not produce value for the customer I time needed to fix bugs I time to change the system because it does not fit the customers requirements I time waiting for approval I ... Generating flow using Pull and Kanban WIP = Work in Progress Limit ATD I Done Work Item Queue WIP 3Queue WIP 3Queue WIP 3 Queue WIP 3 6 1 4 2 3 5 7 8 10 9 Blah Composite Leaf 4Assembly 2 3 Flow through Pull with Kanban I Process
    [Show full text]